No premises are negative. HYPOTHETICAL ENTHYMEME If educational video games become part of syllabus then they can be more beneficial for students. As kids of all ages are interested in them so they will greatly enhance their practical skills by sharpening their minds. As video games consist of visual images, so they will provide students to sharpen their skills by the trial-learning method. They can facilitate in more learning aspects as compare to other means of education.
This does not include checking email and playing games. The constant use of the student's cell phone affects attention span, interest, mood, concentration and sleep. This often results in poor grades. The problem will get worse unless the parents step in and put some kind of restrictions on its use. Scott Steinberg, author of the "Modern Parent's Guide", warns that ,"Technology can enhance family life but you need to establish boundaries(Parent's)."
Video games contain information that would help educate students, as well as providing a relief and also the changes involving games help students. There are people who simply think games are a distraction and others that may think that video games are poisoning the minds of children. But the field of video games is an evolving field, and we can utilize it to better equip students with skills like problem-solving and priority management. These skills are integral to a student’s success in the future, and we can help them learn them through something they love doing:
During this time that your children are not watching television there is many enjoyable activities that your children will find fun and that are educational as well, see appendix. These great ways to have fun with your children are a great alternative to television and your children will love these games also.
The solution for this problem is to SLOW DOWN. By slowing down what I mean is taking a break from technology and stepping away from videos and online education. We should not be replacing textbooks with laptops and ipads in schools. We should be encouraging a stronger relatonship between teachers and students, so people understand that having a physical person present when learning will be helpful.
Children who grow up with cell phones will not have the proper communication skills and they also bond less with their families. For instance, some children are allowed to use their cellphones at the dinner table, however the dinner table should be a place where families talk about their day and if they have any exciting news. Family is not only affected by the usage of cell phones, but friends are also affected. For example, when I go out for dinner, I often see a group of friends on their phones, instead of talking to one another. They are worried about other people’s lives instead of their friends who are sitting right in front of them.
Video games are often times an overlooked manner in which children could utilize in an educational setting. Often time’s educators only look at the negative aspects that are associated with video games, rather than focusing on the positive aspects that could be utilized in a classroom. By looking at the more positive aspects, educators could learn that implanting video games into a classroom might have a positive effect on children and the manner in which they are able to learn. Video games would be able to allow children to have a more interactive manner in which to learn and could be implemented in the classroom almost effortlessly. Video games are an untapped source when it comes to education and if implemented could allow for children to learn in a new and exciting manner.
Forty percent of parents say that their teenage child is experiencing stress attributable to school. Statistics show evidence of school affecting children 's mental health. Homework is counterproductive to student learning and personal growth. Schoolwork, homework, and tests cause the everyday high school student stress and can affect their health in a negative manner. Mrs. Andrea Townsend, a Behavioral ecology professor at Hamilton College, writes that students need homework or work outside the classroom in order for students to retain information and learn proficiently.
Rarely are the positive aspects of games shown—increased hand-eye coordination, development of social problem solving skills, increased attention levels, better collaboration with other students and better grades. (2012) Video games have become a huge part of the culture of young people and adults alike, and many educators are finding ways to incorporate a love of games into their teaching practice, through options like “edutainment” and “gamification”. Edutainment is media that has both a high degree of educational and entertainment value. Gamification is the use of game mechanics and thinking in an educational setting, like earning points to level up or earning achievement badges for tasks completed. Both of these methods work well to engage students in learning.
One of their impacts to the school curriculum is it makes the learning fun and test the students’ knowledge and skills. Scott Osterweil, a research director in Massachusetts Institute of Technology’s Comparative Media Studies program and creative director of the school’s Education Arcade said that games are a powerful learning tool when combined with other exploratory, hands-on activities and ongoing instruction from a teacher acting more as a coach than a lecturer. That being said, video games contribution and involvement to the school’s curriculum is helping the students to learn more by letting them explore and use their skills and knowledge they learned from the class. The continually experimentation of gaming in classrooms as tools in learning may eventually play a significant role in the future of